Time of the Gods: Into the Amber Age

Turn 9 Results; Gaerig's Grand Annihilation
[X] Plan: Marriage Makes Gaerig Giddy
[X] Bless Petitioner for Sacrifices - Astrology.
-[X] Expend 5 DE on petitioners
[X] Bless Petitioner for Sacrifices - Trickery
-[X] Expend 5 DE on petitioners
[X] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE
[X] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[X] Call Fish.
[X] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
-[X] Attempt to Find new creatures of the ocean. x1
[X] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[X] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[X] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 14 DE (reserves two uses of Calm Seas)
[X] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
-[X] In your territory.
[X] Meet with Saiga. Each selection costs 0.5 Sustenance. Costs: 5 DE
-[X] Learn more about him
-[X] Learn more about Niogg (has a maximum limit on successes)
-[X] Consummate your marriage, but refuse a child for now.
[X] Lay with <[Antarctic Octopus]>
-[X] Contribute <4> Sustenance
[X] Produce a mortal child
-[X] Contribute <6> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[X] Contribute <4> Sustenance per trait or <9X> Sustenance to choose a trait
-[X] Contribute <3> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[X] Contribute <4> Sustenance per trait or <9X> Sustenance to choose a trait
[X] Make Demand - The mortals are to improve your shrine.

Total cost: 73/74, 17 sustenance
Bless
Astrology rolled 12, 18, 9, 18, 7
Trickery rolled 11, 10, 15, 5, 17
Gain 15 DE

Inspiration
Influence rolled 9

Call Fish
Fishing rolled 6
Minor Failure

Moonlight
Influence rolled 7
Minor Failure

Bear Ur-child: 6 Legend
Base 1 + Paid 1 = 2 random traits
Spirit of Mischief: 1-2
Spirit of the Sea: 3-4
Classical Affinity - Water: 5-7
Ocean Affinity - Sea: 8
Astral Affinity - Moon: 9
Random Known Trait: 10

Rolled 6, 9: Classical Affinity - Water, Astral Affinity - Moon
Evens (F)and Odds (M) rolled: 3

Bear Ur-child: 3 Legend
Base 1 + Paid 1 = 2 random traits
Spirit of Mischief: 1-2
Spirit of the Sea: 3-4
Classical Affinity - Water: 5-7
Ocean Affinity - Sea: 8
Astral Affinity - Moon: 9
Random Known Trait: 10

Rolled 2, 7: Spirit of Mischief, Classical Affinity - Water
Evens (F)and Odds (M) rolled: 6

Bear monster child
Base 0 + Paid 1 = 1 random trait
Spirit of Mischief: 1
Spirit of the Sea: 2
Classical Affinity - Water: 3-4
Ocean Affinity - Sea: 5-6
Astral Affinity - Moon: 7
Parent Bonus: Aspect of the Octopus: 8-9
Random Known Trait: 10

Rolled 1: Spirit of Mischief

Wander
Navigation rolled 11
Moderate Success

Read the Future
Astrology rolled 17
+1 Astrology
(And that makes the sixth or seventh astrology roll of 17. This is seriously becoming a theme.)

Minor Legend
Fear rolled 11
Gained 2 Legend

Meet with Saiga (Learn Him : Learn Area)
Trade rolled 6
Minor Success
Trade rolled 13
Major Success

Spirit Encounter
Fear rolled 17
Gained 4 Legend

Reflecting Pool
Calm Seas rolled 9, 12
Astrology rolled 15

Second Magic prerequisites not met
Wild Magic rolled 14 - The Black Star
--- rolled 21
Ritual of the Black Star
Astrology rolled 18
Drain 15 DE, Drain 2 Ambrosia
Not enough Ambrosia, Drain 45 DE
Not enough DE, Cannibalizing Holdings
Avatar cannibalized for 30 DE
Apostate village shrine cannibalized for 10 DE
Saiga's village shrine cannibalized for 10 DE
Ritual Cost met
Gain Fear 2

Explosion at the Shrines
Child rolled 6
First Ur-child dies in shrine explosion

Child rolled 13
Second Ur-Child survives!
Child rolled 7
Child gained 3 Legend
Child immediately pays out investment, gain 5 legend?

That was very impressive... and very scary
Fear rolled 22!
Gained 20 Legend

FEAR BUY - Vehemence (17)
(Vehemence>10*Fear)
Legend rolled 13
Major Glut - Must spend at least (17) Legend
Table 1
1-35: Shrine 2
36-50: Fear 3
51-55: Influence 3
56-60: Avatar 4
61-70: Astrology
71-80: Minor Aspect of Humanity
81-85: Minor Aspect of the Octopus
86-90: OA - Waves
91-95: AA - Silver Moon
96-100: Capricious One

Table 2
1-25: Shrine 3
26-40: Fear 3
41-45: Influence 3
46-55: Avatar 4
56-65: Astrology
66-75: Aspect of Humanity
76-80: Aspect of the Octopus
81-90: OA - Waves
91-95: AA - Silver Moon
96-100: Capricious One

Rolled 24: Shrine 2 (2 Legend)
15 Vehemence remaining, replace Shrine 2 with Shrine 3, see Table 2
Rolled 75: Minor Aspect of Humanity (2 Legend)
13 Vehemence remaining, replace Minor Aspect of Humanity with Lesser Aspect of Humanity, See Table 2
Rolled 84: Ocean Affinity - Waves (5 Legend)
8 Vehemence Remaining, replace Ocean Affinity - Waves with Ocean Affinity - Tides, See Table 1
Rolled 36: Fear 3 (3 Legend)
5 Vehemence Remaining, See Table 1
Rolled 60: Avatar 4 (4 Legend)
2 Vehemence Remaining, See Table 1
Rolled 40: Fear 4 (4 Legend)
Vehemence Exhausted, Glut complete
Population rolled 17
-3 Population Modifier (additional); Major Glut penalty
Gained Shrine 2
Gained Fear 4
Gained Avatar 4
Gained Minor Aspect of Humanity
Gained Ocean Affinity - Waves
Gained Leadership 1
Gained Innovation 1

Your year is far more busy now, though it's easy enough to grant your divine blessing on the people when they ask your aid. You selectively grant some of your cleverness and knowledge to the especially devout, and leave them to return with proper sacrifices, and once again gift a divine inspiration to a sleeping person. They wake, but seem to not have been as heavily affected by your inspiration. How rude!

The stars have especially interesting information for you this year, telling you that you must take certain action as quickly as possible, lest the seeds you've sown are washed away... You're a touch worried about what the stars imply, but they also imply you go find some men to lay with, so it's probably okay. You start with Saiga, of course, but you know that you'll have to save your strength for your other conquests, a sentiment Saiga thankfully agrees with, for now. Upon your temporary marriage bed, he tells you a little of himself, often distracting his stories of himself with stories of his explorations. You learn that for a long time now, Attrouska has seen terrible futures, so Saiga and Saitev - a raven spirit and apparent close friend of Saiga's - have been careful not to overextend themselves for many years. His stories of his exploits in recent times have been understandably dull, where he keeps a close eye on the horizon for a Dread Thing from the sea. He seems especially glad that you will be with him now, in a form of flesh though he'd traveled your waters for decades, to make his lonely vigil more exciting.

You ignore pointing out that you came from the sea, and that you've done many terrible things to the people since your awakening.

Your first mortal conquest is a fine-looking young man from Saiga's village, who you take into the bones of your new shrine to bed under cover of night. There is a feeling of purpose and power within you and you nurture it a little before you leave, bidding Saiga a temporary farewell. Your second comes from one of your own people, as you draw him towards your shrine at night, away from his wife. You nurture another purpose within you, feeling pleased that you will have children now.

You end up traveling rather far soon after, your wanderlust having gone unsated for too long, and in the time you spend away, you get a better sense for the shore for a few miles, a curiously round crescent that your good sense of distance tells you seems to center around the great pit near the sunken village. In your travels, you find a curious little creature with many tentacles, so small as to fit in your hand. In a fit of curiosity, you decide to also add it to your list of conquests! The logistics are tricky, but you eventually manage to coax it to give you another child.

Your third child, poor thing, doesn't seem to have the same kind of power the first two did, but it's okay, you like it more anyway since it can swim and live underwater with you; something you get the feeling your other children can't share with you... While you wait to bear your secret children, and your abdomen swells like the mothers on the land, you try to experiment with your newest powers, pouting when nobody seems to notice that you'd even used them! You know you made the moon glow brighter... a little... And there were more fish in your shoal, though you could never really count them anyway... Bah! At the least, your children will still be born soon, and you will figure out how to do those new things better next time.

Your first birth, though the final child you'd taken, is kept secret in your shoal. A small number of tiny eggs, maybe a dozen, free themselves from you suddenly, and you sequester them away near the bottom of your Holy Place, around the depth you'd found them at so they grow as best as they can! The second child, and first you'd taken into yourself, is born later, in your shrine. The birth is painful, more than once you snap at the old women who remain by your side to try to help you birth it, but eventually the child comes out, and his sister shortly after. There is some light bowing and praising when the women see the children for the first time; your son has strange eyes that do not match, one blue, one silver, while your daughter has only bright blue ones on her pudgy little smiling face.

And then the Long Night arrives. You still the waters as the moon peaks over the horizon at the apex of the stars' path, and, with greater care, peer deeply into the reflection...

You catch a flicker. It comes again, but it has been twice now that the strange body has been only barely seen. Seeing it fills you with desire, with terror-joy-love-anguish-a pinnacle! The reflection of your eyes shows them dilate and shift from phase to phase, and you lick your lips, feeling unnaturally dry despite your innate form. With trembling hand, you reach out for the hollow place in the sky, and cup the still water in your hands, bringing it close to your lips as you take one little sip...

Quite suddenly, everything is wrong. Already low on strength from the year's near-end, you feel a pull from the sky as you are both empowered to greater heights and drained to a low you have never felt before. Your shrines, anointed with your power, implode suddenly as you feel your domain shrivel and shrink. Your body emaciates itself, and for a split second there is only a terrible, terrible hunger before it bloats and explodes, joining your shrines as they bring daylight to the long night, and as the earth shudders near each separate ground zero, panic overtakes everyone in amounts you've never felt before, never comprehended before.

The waters of the shoal buck and heave as you try to shudder without a body, to moan in ecstasy without a mouth. You fall into a contented haze, basking in the power you've gained, and all you can think of is the color Black.

[Voting opens 2 hours after the update. Voters who are unsure if they will be capable of voting within approximately one day may enact proxy votes early.]

Divine Resources Available
74 - 73 (Expended) - 45 (Wild Magic Ritual) + 50 (Cannibalized) = 6 + 4 (Rites) + 82 (17 Vehemence) + 7 (PB) = 99
Holy Place Condensation - 5
Overflow Condensation - 20
Remaining: 74

Equations Noted for this turn's income: (Rite Income = 4*[(15+[Fear/2]+Pop Modifier)/15] = 4 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 4.8 DE per Vehemence, rounded up)
Equations Noted for next turn's income: (Rite Income = 4*[(15+[Fear/2]+Pop Modifier)/15] = 3 DE) /// (Income per Vehemence = 4*[(10+[Fear*2]+Pop Modifier)/10] = 5.6 DE per Vehemence, rounded up)
CURRENT POPULATION MODIFIER: -4 of -16 minimum, was 0 last turn
1 - 1 (Sated Hunger) + 3 (Condensation) = 3
Ambrosia Condensation -3
Condense 1 Amber
Remaining: 0
36 + 29 - 9 = 58 total legend
43 - 6 - 3 - 20 = 14 unspent legend

Divine Actions (Actions marked with asterisks can only be performed a number of times per turn equal to the number of asterisks present)
[] Bless Petitioner for Sacrifices - Expend some of your DE to empower those who come to your shrine or pray to you in exahange for more offerings. Current Skills that can be blessed: Astrology, Navigation, Perform (Trickery), Fishing, Leadership, Innovation.
-[] Expend <X> DE on petitioners
[] Bless Petitioner for Growth - Expend some of your DE to empower those who come to your shrine or pray to you, granting them a bounty of life-giving things. Current Skills that can be blessed: Navigation, Fishing.
-[] Expend <X> DE on petitioners
[] Inspire Petitioner - Expend DE to give inspiring visions and dreams to a petitioner who comes to your shrine or prays to you. At 2 Influence, Inspirations are somewhat random in their effects but are stronger than Blessings. Costs: 5 DE
[] Control Waters*** - You bend the waves to your command, directing them to rise or quiet at your leisure, to punish your enemies, or reward your friends. Costs: 4 DE
-[] Whip Waves.
-[] Calm Seas.
[] Call Wave* - You twist and churn the waters, making them rise and rise to batter even the high land with the relentless, consuming sea. Costs: 14 DE
[] Direct Fish** - You direct fish to or away from your domain, having knowledge of the temperatures and currents that they prefer. Costs: 6 DE
-[] Call Fish.
-[] Drive Fish Away.
[] Moonlight* - The moon shines bright this night, revealing things that hide in the dark. Can cause Weird, also empowers a number of relevant actions (Astrology, Perform (Trickery), Water-element Influence Actions, etc.). Costs: 15 DE
-[] In your territory.
-[] Over an enemy's territory.

Avatar Actions (No avatar, greatly reduced options)

[] Form Avatar (4 Ambrosia) (Avatar dispersed, most actions disabled)
[] Suffer Avatar (<X>, up to 3 Ambrosia) (Restores avatar with a variable sustenance value - can include negative values if the fraction of Ambrosia committed is too low compared to current Avatar, which causes violent rampages until hunger is sated to at least 10)
[] Drink deeply of the Ambrosia of creation, reveling in the heady sensation and forgetting what you do not care for. Forget [skill].
-[] Expend <X> Ambrosia reveling
[] Produce a mortal child
-[] Contribute <X> Legend to sire an Ur-child (Maximum 10*Shrine Attribute or 50% of unspent legend, whichever is lower)
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait
[] Lay with <[Animal]>
-[] Contribute a rank of Avatar to sire an Ur-beast
-[] Contribute <4X> Sustenance per trait or <9X> Sustenance to choose a trait

[] Experiment with Unknown Materials
-[] Strange Stone
-[] Strange Metal

[] Personally Incite - Travel onto the cold earth and indulge in sowing chaos and terror. Costs: 3 DE.
[] Disrupt Saiga's fishermen to the south. Costs: 5 DE (must reserve at least one destructive act) WARNING: Outside of effective influence range; divine powers will have reduced effectiveness. Turns remaining: 1
[] Wander the Depths - Travel away from your shoal to explore the deeper places. Costs: 10 DE
[] Explore the Land - Pick your way about the surface that you haven't explored. There is more to the land than a single people by the sea, and you must know it. Costs: 10 DE. WARNING: Lacking Survival, exploration will be more difficult. Navigation provides very limited benefits overland.
[] Guide Ships - Guide and navigate the boats in person, sending them where they need to be. Costs: 6 DE
[] Lure - Seduce and enchant the incautious, leading them to their doom. Costs: 6 DE
[] Give Bounty - Seek fish and sea creatures to capture and give to mortals. Costs: 8 DE
[] Study Stars - Study the skies and stars, seeking patterns that will tell you what was, what is, and what may yet be.
-[] Read the Future - Look forward to what has not yet been, but may yet be. Will aid you in a number of ways during the turn, and warn you of potential dangers. Costs: 8 DE
-[] Read the Past - Look beyond yourself to a time before. The world is old and storied, and secrets are buried in history. Helps develop rituals. Costs: 12 DE
-[] Reflecting Pool - Dedicate greater efforts to studying the still sea and the strange energy you encountered. Costs: 14 DE (reserves two uses of Calm Seas)


Commune Actions (No avatar, greatly reduced options)

[] Issue Decree - You take form within your shrine or via avatar to address those who you can reach and issue a decree about the right way to live and how to worship you correctly. Maximum Decrees: 0/2
[] Make Demand - You have need of something and you will tell people what you want. Issues per turn: 2

[] Despise Trait - You do not like how the mortals view you and your powers. Remind them what you truly represent and how you truly are! Costs: (Must reserve no destructive acts associated with the forgotten trait)
-[] Despise <X>
[] Build a Shrine - Bully, threaten, persuade, or cajole mortals into building a shrine to your magnificence. Maximum shrines 0/2.
-[] Specify a shrine to Leave to Ruin
[] Demand Appeasement - You will have regular sacrifices! You demand it, even, or all under you will suffer! Costs: 5 DE (one time), 1 Decree slot (Must reserve an action, divine or avatar, as punishment for lack of appeasement)
[] Meet with Saiga. Each selection costs 0.5 Sustenance. Costs: 5 DE
-[] Learn more about him
-[] Learn more about Niogg (has a maximum limit on successes)
-[] Request something
-[] Trade something
-[] Test dominance
-[] Learn from him
-[] Share <X> DE (sets of 10)
-[] Share <X> Ambrosia (sets of 2)
-[] Consummate your marriage, but refuse a child for now
-[] Consummate your marriage, contributing <X> Ambrosia for Attributes and <4X> Sustenance for traits or <9X> Sustenance to choose traits, in order to bear a Spirit Child

[] Temporary (Dispersed only): Call to Saiga from beyond. Costs: 10 DE
-[] Aid in Restoring Avatar (Pool Husband's Ambrosia next turn)
AS A FEAR SPIRIT, YOU CANNOT ENTER QUIESCENCE. THE FOLLOWING LIST INCLUDES ALL POTENTIAL TRAITS THAT CAN BE EARNED IN THE FEAST ON TERROR TABLE, BASED ON A NUMBER OF FACTORS EACH TURN.

Divine Attributes: Current base level plus one cost per point (i.e. Avatar 2 -> 3 costs 3 Legend, Influence 0->1 costs 1 Legend)
Attribute Accumulated Discounts: Faith 2 (currently locked)

Aspects
Minor Aspect of the Fish (+1 Trade, +1 Navigation, Faster water travel): 3 (2) Legend
Minor Aspect of the Crustacean (+2 Melee, Increased wound threshold): 3 (2) Legend
Minor Aspect of the Walrus (+1 Fishing, +1 Survival, Increased maximum sustenance): 3 Legend
Minor Aspect of the Octopus (+1 Fishing, +1 Survival, Limited ability to mask or disguise Avatar): 3 Legend
Lesser Aspect of Humanity (+2 Leadership, +1 Innovation, +2 Trade, 2 accumulating Legend discount to next Faith Attribute purchase): 5 Legend

Spirits
Lesser Spirit of Mischief (+3 Perform (Trickery), +1 Survival, Limited ability to mask or disguise Avatar, grants a small chance of escaping disadvantaged encounters): 6 Legend
Lesser Spirit of the Sea (+3 Fishing, +2 Navigation, +1 Trade): 6 (5) Legend
Minor Spirit of Exploration (+1 Survival, +1 Navigation, +1 Trade): 5 Legend

Elemental Affinities
Astral Affinity - Yellow Moon (You have a special affinity with the night moon): 7 Legend
Astral Affinity - Blood Moon (You have a special affinity with the moon spurned the light of the sun): 7 Legend
Astral Affinity - Blue Moon (You have a special affinity with the strange moon): 7 Legend
Astral Affinity - Harvest Moon (You have a special affinity with the moon of plenty): 7 Legend
Astral Affinity - Silver Moon (You have a special affinity with the moon that shows itself in the waning light of day): 7 Legend
Astral Affinity - Stars (All that twinkles in the night is the vastness of creation): 6 Legend

Cold Affinity - Frost (You have seen man's lips blue in chill waters, felt the nip of ice upon skin): 6 Legend

Ocean Affinity - Ocean (The rivers of the earth feed the seas, but the seas of the world feed the oceans): 9 (8) Legend
Ocean Affinity - Rain (What the sun takes, the skies return): 6 Legend
Ocean Affinity - Tides (Your affinity for the rolling waves has expanded to include even the tide itself): 7 Legend

Classical Affinity - Wind (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 6 Legend
Classical Affinity - Earth (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 6 Legend Inherent Lockout
Classical Affinity - Fire (Fire, Earth, Water, and Wind, the four classical elements, are inexorably tied to one another): 6 Legend Inherent Lockout

Avatar Enhancements
Elemental Avatar - Water (3 accumulating Legend discount to next Avatar Attribute purchase, Increased wound threshold, Can drown in grapples): 4 (3) Legend

Divine Enhancements
Capricious One (You are a being of arbitrary cruelty, as well as sudden magnanimity, whose actions are as inscrutable as the path of an arrow in the wind. All failures to enact constructive efforts or destructive efforts produce slightly more Fear Value, 2 legend discount to next Fear Attribute purchase): 5 (4) Legend
Stargazer (You are a natural reader of the stars and their omens. Astrology no longer counts towards skill capacity (only if Mysticism is also learned), enables enhanced Avatar Astrology actions): 8 (7) Legend

Personal Skills:
Improve Skill: 1 Legend per Level (i.e Melee 2->3 costs 1 Legend, Melee 2->4 costs 2 Legend, etc.) Max Rank: 10
Purchase New Skill: 2 Legend for a new Skill
Astrology
Navigation
Perform (Trickery)
Fishing
Leadership
Innovation

You've unlocked Avatar 4! Avatar 4 gives a bonus skill slot. Continue raising avatar, for the next special unlock at Avatar 7.
You've unlocked Demand Appeasement! Demand Appeasement consumes a decree slot and reduces your Fear score by 2 to give a large bonus modifier to your Rite income. You can increase the value of the Appeasement by reducing your Fear score by further increments of 2 (maximum 8).
You've created a burgeoning Monster race brood. Monsters have slightly expanded natural habitats compared to their base component, and the effect of aspects on their form is increased. Breed additional monsters with the same traits to increase their dissemination into the area. Within a number of years based on the monster's base birth-rate and fertility, it will stabilize and become a new local species.
You've unlocked your first Shrine Extension. You can have one additional type of extension to improve your shrines with every even Focus score, so choose your extensions wisely!

Keep a close eye on changes and apparent errors for me, I very likely missed upwards of half a dozen different things given the sheer amount of crap you guys screwed with this turn.

EDIT: Fuck me and spoilers, I need to preview more often.
 
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Alright I'm not making a plan this turn, that shit is stressful.

But it was a great turn all the same.

most of our kids even survived!

Except for the explosion, but that was unavoidable.
 
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Should this be a bold 22, as in a 20 plus an exploding dice rolling a 2?

Thanks for the catch. Like I said at the AN down at the bottom, so much shit happened I may have lost some things in the shuffle.
Actually, what is the rule for when Moonbeam procs? I'm guessing blessings and inspirations don't count - they aren't really our successes, even though they are rolled with our stats. Does the 18 for Astrology under the ritual count? That was a derivative roll and not a direct action, so I'm not sure it should.
 
Should this be a bold 22, as in a 20 plus an exploding dice rolling a 2?


Actually, what is the rule for when Moonbeam procs? I'm guessing blessings and inspirations don't count - they aren't really our successes, even though they are rolled with our stats. Does the 18 for Astrology under the ritual count? That was a derivative roll and not a direct action, so I'm not sure it should.
I'll catch that. It must not have captured the bold and such when I copied off my doc.

Only your avatar's Astrology rolls count, and the component Astrology roll for the Black Star ritual was actually not that good a success (it's what happens when you accidentally do rituals, the DC starts much higher than a more reasonable 40-60).
 
Gained Shrine 2
Gained Fear 3
Gained Avatar 4
Gained Minor Aspect of Humanity
Gained Ocean Affinity - Waves
Gained Leadership 1
Gained Innovation 1
That is a lot of purchases. I think we're RIGHT at the trait cap again?

His stories of his exploits in recent times have been understandably dull, where he keeps a close eye on the horizon for a Dread Thing from the sea. He seems especially glad that you will be with him now, in a form of flesh though he'd traveled your waters for decades, to make his lonely vigil more exciting.

You ignore pointing out that you came from the sea, and that you've done many terrible things to the people since your awakening.
Oh god, he was warned. He was totally warned!

Rolled 6, 9: Classical Affinity - Water, Astral Affinity - Moon
Evens (F)and Odds (M) rolled: 3
Water and Moon on a boy? That's a new combination.
Too bad he didn't make it.
Rolled 2, 7: Spirit of Mischief, Classical Affinity - Water
Evens (F)and Odds (M) rolled: 6
This girl takes right after her mother!

Rolled 1: Spirit of Mischief
...we just put in a seductive octopus into the area. Awesome(?)
 
What can we learn from this turn?
  1. Breeding with species much smaller than yourself is "tricky"
  2. Breeding with octopi => Aspect of Humanity
  3. Even gods need midwives
  4. Offspring with Spirit of Mischief are much better at surviving than those without
Also, we now have mischievous octopi! Of course, I also just noticed that we didn't expend an Avatar Rank, so it wasn't a fully-fledged monster...
 
That is a lot of purchases. I think we're RIGHT at the trait cap again?
Hilariously enough, yes, despite the fact that you had a roughly 1 in 4 chance to pick up shrine every roll out of like 6.
Oh god, he was warned. He was totally warned!
This is where I tell you that Gaerig, as a component of Saiga's prayers for basically all of recent history, is a culturally generated blindspot for him.
...we just put in a seductive octopus into the area. Awesome(?)
*Jiggles enticingly*
 
What can we learn from this turn?
  1. Breeding with species much smaller than yourself is "tricky"
  2. Breeding with octopi => Aspect of Humanity
  3. Even gods need midwives
  4. Offspring with Spirit of Mischief are much better at surviving than those without
Also, we now have mischievous octopi! Of course, I also just noticed that we didn't expend an Avatar Rank, so it wasn't a fully-fledged monster...

they technically are monsters, power of mind even called them that.

Just not an Ur-monster.

They are the kin to an Ur-beasts Great one if you will.
 
I guess we could drop Humanity? We can regain it later, but don't actually need either innovation or leadership, really.

Oh, and we should ask Saiga to share his ambrosia with us to regain our avatar, cause we can have 2 ambrosia at max, and can't reform without his help.
 
Let's drop Humanity and I dunno

Go "whoops"? I don't want to reform until we get more Shrine ranks, btw.

"The waters of the shoal buck and heave as you try to shudder without a body, to moan in ecstasy without a mouth. You fall into a contented haze, basking in the power you've gained, and all you can think of is the color Black."

IT'S HAPPENING!!!
 
And we should probably do a really benevolent year, to get rid of the population malus as soon as possible. Also our agreement with Saiga, which we haven't really managed to keep thi year.
 
I guess we could drop Humanity? We can regain it later, but don't actually need either innovation or leadership, really.

Oh, and we should ask Saiga to share his ambrosia with us to regain our avatar, cause we can have 2 ambrosia at max, and can't reform without his help.

I dunno. We need humanity to get humanoid monsters! I want to at least make some more before we drop it.

Agreed. Going to be going over our unlocked upgrades to see what is ideal at present.

You know?

Should probably drop either humanity or waves, with a personal preference for humanity.

Humanity is how you get monsters that look just human enough to be creepy.
 
Let's drop Humanity and I dunno

Go "whoops"? I don't want to reform until we get more Shrine ranks, btw.

"The waters of the shoal buck and heave as you try to shudder without a body, to moan in ecstasy without a mouth. You fall into a contented haze, basking in the power you've gained, and all you can think of is the color Black."

IT'S HAPPENING!!!

oh fuck, rambling about random colors that have nothing to do with the current situation...

The essence of harzivan lives on.
 
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